I can turn you into a vampire or something else. You are so to say the "dark boss" in this universe.
Thank you for the cheating bug, that was really hidden deep inside the code.

For your eyes only:

Spoiler:

Tell me if you want changes. According the mail - I currently can't access heindal@scherbia.de so I haven't read it yet. I will, but later. For now I made the game running and it seems I finished all the fixes. I will make a test and upload it after that. Tests however can take a while, I don't want to take any chances (at least this time ).

1. In my opinion, every dungeon level should have an exit somewhere. In the Darkwood map, I could only descend deeper because I had no greaterteleportscroll.
2. I also think we should get more reputation from those missions we get more gold from.
3. There is an awesome feature in this campaign but I can't tell what it is because I'm afraid you would treat it as a bug and remove it.

1. it always has an exit, if it is unreachable you can teleport or using either picks and bombs in dungeons or axes in the wood.
2. No, I don't think so. Fame should slow down the process of the player, this is because you can earn gold very quickly, once you reached a standing. I need to improve the trading system and that's what the 1.16 arc is there for.
3. If you ask nicely I will not remove it, except it's an exploit to get free gold. If so don't mention it.

Spoiler:

One such "exploit" is the teleportscroll, but this is there to stay. Using a teleportscroll in the first action will not take a way an action, because you are somehow shifted between time and space. (it's also good for testing reasons ). However when you used up an action, you will not get away.

Another exploit, which is there to stay is the infinite action strategy. The berserker tattoo will grant you an action each kill. Combined with a strong weapon (Sycthe of Death) and the teleporting scroll exploit you are almost undefeatable.

One decent exploit is the teleport trap exploit, which makes you invincible for one turn. The ai will ignore traps and run to the same spot to attack you and are teleported away. All of these strategies take time however.

There are more strategies, such as the worker amulet which allows you to work and earn gold.

Hmm, I just can't hold these bugs back. (2 fits perfectly to the exploits)

1) money for missions with level bonus is received twice, tested with desert monster mission (at least I got too much)
2) one can get infinite stealing skill by stealing in the tavern (=> a lot of money hehe, after a while I got like 100000 per stealing )
3) when you sell goods, you sell goods for the new reduced price (e.g. sold 60 weapons for 4000 => got 222300)
4) i paid my taxes and then tried lowering them, i have -6000 left taxes now
5) it might not be a bug, it is really annoying though, killing with magic is no normal kill - no xp
6) negative stamina is possible by working in the open and having less than 10 stamina and more than 0 (3 for fishing)

Ugh, and I was almost done with the update . I should have made a simple bugfix.

1. fixed
2. skills are meant to increase infinitely, but I think I overdid it. It can no longer get higher than 100 in the tavern. Getting jackpots however will still increase your pickpocket skill by one. So you can increase it, but not that fast. (Ugh, because of this I just started to code a lockpick guest room option, that's so Heindal)
3. will see what I can do
4. fixed / blocked
5. intended - there must be a drawback for killing with magic and the problem is giving exp will never level-up your character
6. intended

- overworked graphics for soups, beer, flasks, drinks and consumables (to have unique pictures for each of them)

- shipupgrades behave the same way as the caravan upgrade (they get more and more expensive)

- shipattack upgrade unlocked again (works now)

- escorts can be bought, once you have at least a transportlevel of 3 (a mule)

- you can now downgrade your transportlevel - existing escorts and caravan will not spawn, if you are below level 3
(good for warriors who don't like to transport things and are annoyed by a easy to defeat companion)

- trading products and consumables works differently, you can now "trade" products offering all buy and sell options in one nested loop.
(sell prices and buyprices are now shown in these tradingoptions. Some traders and markets will just sell or buy a product)

- thieves can now lockpick guest rooms in taverns for random results
(you can do it with lockpickskill 10, a lockpick is not required but increases chances based on your luck)

- Decisions what to do before an encounter have now been added to all worldmaps not only on main and are no longer part of the encounter. Escorts now can be used to scare away an enemy, therefore you can no longer use teleport away scrolls in these situation. This would be otherwise a "too cheap" solution. When encountered, there is a 50% chance that you are surprised. If so you can not react. Unfortunately the behavior of all races is very now. But of course you can still bribe dwarves with beer! Of course you can!

- added elf encounter in case of negative elf reputation

- transportlevels now show in the encounter, so Camels and Caravans are spawned instead of a mule,
beside additional hitpoints, reaching "caravan" level will spawn an additional escort in case you already have one.

- Counting enemies during an encounter is a too complicated approach. I've got rid of that.
To leave an encounter you have to reach the exit again.

- Assassinationmission to kill factionleaders

- Light side Missions to kill Cultists and Demons

- Added Excorsim and Armageddon as Massiveeffectspells

- Spells such as Argmageddon and Firestorm will now destroy the landscape leaving craters behind (buy the desert upgrade first :p)

- you can now increase your reputation with the elves with diamonds (Diamonds are the Elf's best friend)

- instead of increasing your faction gain, you can now insult a faction, decreasing your standing
(reputation is hard to get, but easy to lose)

- Powerful spells can be bought in the Inner Circles of the Temples (Light and Dark)

- Mister Snuvi is hidden in den game

balancing:

- prices of upgrades such as caravanhp will just be doubled instead of tripled

- reduced prices of caravanhp upgrade

- lockpickskill and pickpocketskill can still exceed 100, but only under certain circumstances (the skillgain is lower)

- all tavern actions consume all stamina

- you can still pickpocket and lockpick rooms when under -500 fame, but the chance for an encounter is increased

- being under -2000 fame will however cause an instant encounter, so watch out

- having -10000 fame you will no longer be able to enter temples of the light gods - lateron I might add the option to attack light/dark temples, but not in this version

Aaaand new bugs
1) the temple in the capital has the old icon (not a real bug somehow)
2) identifying potions doesnt cost money as stated, also getting an constitution potion gives 1 maxexhausted instead of 1 maxstamina
3) I'm getting the price of my last sold good per fur or wolfteeth (but not when selling 100 pieces)
4) the option "Lockpick a guest room" is shown twice
5) darksider / general encounters show the option "becalm the animals", even with a text before which clearly states no animals, doing it successfully teleports me to mainland (it seems this option always brings you to the mainland, while for example being at the river)
6) ship upgrades have missing gold "( gold)"
7) "Upgrades Caravan's hitpoints ( Gold)!"
8 ) when taking of the workersring, stamina isn't capped at the new maximum
9) dimension rift does only work with more than 10 mana (should be 10 or more)
10) nomad alchemist has no picture, same for summonerhelmet
11) it seems when I have a lot of mana (230) spells no more consume mana (I was in the bat cave and spammed mass spells)
12) extra strikes and damage are not applied to the vampire bite (taking a time amulet on and off works though)
13) the vampire transformation should reduce fame (in my opinion) and not set, e.g. I had some reputations at around 4500, setting them to -3000 is weird

3. no idea! the prices for 100 use the prices for 1 as basis.
4. fixed
5. will have to look into that
6-7. ok i understand - worked for me, as it was nested in betatester role - fixed

8. I can't change that easily, will leave this for now
9.fixed
10. fixed, but it's more than that, as I've changed several pictures and added new ones, some older pictures especially in stores stayed the same. I've tried to find and replace them all.

11. repaired
12. I think that's ok, its already strong enough
13. no - they consider you as a traitor. there has to be a punishment for the gain in power.

You are using two makros for these stores:
SELLCONSUMABLE - which further uses SELLXCONSUMABLE
BUY_CONSUMABLE - which further uses BUYXCONSUMABLE and SELLXCONSUMABLE

For BUYXCONSUMABLE you set vars like "Price".
For SELLXCONSUMABLE you set vars like "SPrice".

The problem is now SELLCONSUMABLE sets "Price"-Vars, while the following SELLXCONSUMABLE expects "SPrice".
You can also see this bug clearly ingame by starting a new game, cheating for example fur with ":set_var fur=100" and try to sell it.
No icon or selling price at all!

I hope this helps, some bugs and suggestions:
1) fame for successful negotation is shown way to high (it was 500.000 for the nomad conflict)
2) Wesnoth throws the deprecated format exception for the stun ability
3) skillshops always say max levels like 10, 50 or 75, you can buy it up to 11, 51 or 76, same for library related stuff
4) dirty deal in the capital works with 101 fame or more, should work with 100 or more
5) level ups gained by books or xp potions give no stat point, this makes the level up not only useless but really bad, because of the rising xp
6) no bug, but a suggestion, what is the point of keeping exponential costs down with costs which also rise exponential? I'm refering to the architect in the castle. This basically just allows 2-3 more upgrades in a reasonable money domain but not any more. (maybe I'm doing something wrong but 45.000.000 is a lot of money)
7) while doing dungeons - can you give the player the choice to enter the vampire city, if it happens ? It is really annoying when you just want a high level dungeon, but instead got the vampire city and everything is wasted
8 ) the outlaw trainer is shown in the story menu instead of the normal one
9) armor which gives speed gives only the movement, this is especially a problem on harder difficulties, the only way to rise speed this way is using flasks
10) I can still upgrade buildings without having the building skill (couln't quite catch your last answer to that "that never worked")
11) missing pictures: peacesong inner circle, "Play Music"-after screen, map in desert keep (on the hay), armageddon spell in shop
12) luck ring shop says 3 charisma, inventory says 1
13) buying the recovery spell at the dwarves does not remove it from the level up screen
14) combat skills work on ally units (really funny on killing mission)

1. fixed - it used to be that high!!! Also fixed - you can no longer try to negotiate several times.

2. fixed, will test

3. fixed

4. fixed

5. it should, therefore I made a "Levelup" menu (first icon) in the helpmenu. As achievements work the same way, this is my way to compensate something I can not change with my knowledge. Setting experience by "store" and "unstore" will never grant a levelup - this is wesnoth core. Maybe this is deprecated, but it works (or it used to work in 1.10/1.9/1..

6. Those upgrades are strong, really strong as they influence every building! For example: Each building receives TWICE the storage, which allows your building to produce goods, without taking care of it. One should just buy them, if you already reached maximum storage rating in the buildings. I think tripple the upgrade price for that is absolutely ok. As I've planned to implant traders who sell wares to local markets in this arc, this becomes a money making machine and this must have a price. It was never intended to be used inflationary.

7. done.

8. thanks, fixed.

9. You are referring to items that grant speed, as armors (except for the blitz armor) don't grant speed. The only way to get speed is using flasks. Indeed.
Otherwise a harder difficulty wouldn't be a challenge. But I will add a speed gain for them as well. --> done. Also added the maxstamina to the objectlist. Unfortunately now I have seen, what I left to do and never wanted to touch ever again. The "EQUIPOBJECT" --> touching this might drastically increase game and inventory speed, as well as giving awesome options such as more abilities and features for objects.

10. Because I'm lazy, that's why. I will see what I can do. I love these building macros, ok it's nothing compared to my "Build World Macros" when I started to get into coding with WML. --> fixed

11. fixed

12. fixed

13. fixed

14. ok, I was thinking to allow you to kill your own units with spells, and bombs - i think its more realistic - bad aim. Missions should usually not count the number of killed units, but actually only fire if you kill a unit of side=3 (hostile). So killing your own units should NOT increase mission counters. Except you reactivated the old dwarvish spell anger, which could turn a friend into an enemy.

Last edited by Heindal on January 24th, 2018, 7:26 pm, edited 11 times in total.

5) That is the problem, you get no point at all, the levelup menu does not even appear in the menu, because you get no statpoint, it seems the level up event is not thrown.
6) Ok, ok. I have just one thing to add - selling goods is the most useless way to get money, prices break down so fast and soon you get 1 per good, market resets are rare

I added some bugs over there by editing the post, please don't overlook them

Ok, I'm done with today's challenge. As no bug seemed of that importance, I will wait until your next post. This time ^^.
Maybe I will add the "Attack Temple" option for both sides - what do you think.

Hmm, I think I reached now a certain level, where I have to play the game for a while on normal mode, this way I found most of the bugs. I have nothing currently in my mind, which could bug. Most bugs were also found because I like to have a look in the source code

For the temples, yeah, it would make sense, but you have to think of "what happens if done successfully".

EDIT: aaand found one (in the source code ), one can never get pickpocket, the code says all:
[variable]
name=Steal
greater_than=1
[/variable]

Either the temple will be un-accessible (destroyed) or turns into a temple of the other side, or - no effect. One could think about building missions to rebuild them. I also had in mind to be able to build buildings everywhere on the main-map which stay there. The only challenge is to restore them, after you left the map (maybe possible with an array).